@wc_sumpton The American AI struggles a lot, with 3 human invaders as well. However we didn't use any of the game options that may help AI America, since there were no notes on it. Plus I wanted to see how it plays without those first.
I made a couple other observations on the max 5 unit.
It causes movement validation issues during NCM. Even with air units flying over an already maxed out territory, can't. This really sucks if they are returning from combat. It forces edits and redoing moves.
It is completely ignored during CM. So a territory can end with way more than 5 units after combat.
I like the 5 unit limit, but the above bother me a bit. Not sure if they can be worked out.
As a whole, nice job.
Thank you for your feed back. Try using the Fast AI as the Americans. It still does some 'stupid' moves, but it feels more aggressive and seems to play a better game.
There are really only two options that change gameplay when using the Americans as the AI 1)'No Reinforcement' and no one gets reinforcements, 2)'Add 1 Extra American Reinforcement/TechRoll' which gives 3 Tech Rolls at the end of every turn instead of 2.
When the game detects an AI it sets up the rules for that player.
American AI gets 1) 'Add American Reinforcements to Purchase' - All reinforcements are add to the Americans so no purchasing is required. (AI has problems purchasing when 'maxBuiltPerPlayer' is set.) 2) The Americans can place the 'Strike Tokens' anywhere. Pre-placing them like they are done with a human player cause the AI not to touch them. For the Invader AI, they use a random schedule reinforcement pool to bring in their reinforcements (Because of the purchasing problem).
2 first) During CM any unit that can enter a contested area may do so. So yes 'stacking limits' are ignored. Since units that moved during CM can not move during NCM there will be more the 5 units there. When moving out of the territory, the stacking limits will apply. (Makes for a tough counter attack by the other team. lol)
1 second) Moving of air during NCM. Air unit don't really 'fly over' a territory in tripleA, they enter every territory they move into, also since the Battle has already happened, air units can not fly over/enter into a controlled territory that already has 5 friendly units, the movement stacking rules apply in this case, and by the rules would need to move around those territories. (A trigger to remove stacking limits for air units during NCM would allow air units to stack more the 5 units in a territory. Since stacking is check only during placement, movement, and attacking (which is not use here), there is no way to inforce stacking 'after movement' into a territory except during movement.) -- hope this helps
I think I talk about both points in the 'Notes' 2 under 'Combat Movement' and 1 in the etc... section at the bottom.
About the 'AI rules' maybe a pop-up to other player explaining what happens? I open for suggestions...
Again thanks for taking the time to play, and you comments are most welcome!!